Description MOS: 11B (infantry) Role: GrenadierArmed with an Assault Rifle and the XRGL40 multi-shot grenade launcher can this Specialist eradicate whole groups of Zombies in seconds and give the team support with his special ammunition.

XRGL40 multi-shot grenade launcherThis weapon has 6 grenades loaded which you can use for the Grenadier skills but you will need to manually reload by using the skill XRGL40 MGL manual reload. ( you can find it in the sub menu when pressing Z, the skill can be interrupted by activating again or pressing ESC )A reload will refresh your 6 grenade charges, will need 10 seconds to cast and slows you down by 30% of your maximum speed, the skill has a cooldown time of 60 seconds. ( can be improved with Soldier Skills )

XRGL40 multi-shot grenade launcherBecause such a weapon can load up to 6 grenades it would be perfect if this class can have charges for his skills.I think the best would be if he creates 1 charge every 15 or 20 sec up to a max of 6 charges.

40mm Smoke-grenadeLaunches a Smoke-grenade at the target point, creating a smokescreen to slow and reduce the vision for everyone inside the area.(50% slow for 30sec, range -4, sight range reduced to 13)

40mm Flare-grenadeLaunches a Flare-grenade into the air at the target point, providing vision of the area within 15 units radius and revealing invisible units within 15 units radius for allies and enemies.(Enemy units in an area of 6 units radius have 20% decreased move speed. Lasts 45 seconds.)

40mm Frag-grenadeLaunches a Frag-grenade at the target point, dealing a high amount of explosive damage to enemy and allied ground units in the area.(deals 800dmg; additional 150dmg for each lvl in Improved Ammunition)

40mm Napalm-grenadeLaunches a Napalm-grenade at the target point, dealing a light amount of damage to enemy and allied ground units in the area. The area will burn for 10 seconds and damage everyone who enters.(deals 100dmg initial, burns for 10sec and adds one stack of Napalm every 0.5sec; the damage over time and burning duration will be increased with each lvl in Improved Ammunition)

40mm HEAB-grenadeLaunches a HEAB-grenade at the target point, dealing a high amount of explosive damage to air units and moderate amount to enemy and allied ground units in the area.(deals 600dmg to air, half to ground units; additional 100dmg for each lvl in Improved Ammunition)

40mm Plasma-grenadeLaunches a Plasma-grenade at the target point, dealing a high amount of explosive damage to enemy and allied ground units in the area. Armored units will take more damage due to the highly heated Plasma which can melt steel.(deals 1200dmg, double vs armored units; additional 200dmg for each lvl in Improved Ammunition)

-should be unable to pick up / use MGL/MAR/40mm-all his Grenades should have the same AoE radius and range as MGL/MAR-Animation for Shock-grenade could be the effect from paratrap without the push back and a bit bigger ofc-Napalm dot from Flamer -HEAB = High Explosive Air Bursting (a grenade which can explode mid air without the need to hit anything, that's why i want to use it vs air units in UAR)-Idea for the HEAB explosion effect ... make a mgl explosion with maybe half strength/size above the ground and add the smokegrenade for 0.5 to 1 sec in the air too without or only a small explosion crater on the ground(but i don't even know if you can make a effect 1 or 2 cm above ground since i don't have clue about the editor)

OK I have finally read your suggestion Fero, and it seems interesting while relatively easy to build

What do you think about the cooldown of the 4 different grenades ? You don't say anything about that. (Edit : lol you wrote the CD, my bad ^^, except for the frag tho).Following the idea of Exo, this class could use charges for the grenades which resplenish over time, and if he picks some grenades, he "transforms" them in to charges for the right ability (like the picked grenades).Just an idea for now, maybe it is better to let the usual grenades to the other classes, not sure about that.

hehe yeah i have hidden them very well ... about the frag no cd because this grenade-launcher got a 6 chamber magazine and can shoot 18 rounds per minute so maybe give the frag 2 or 3 sec ( rotating the magazine )

this class could use charges for the grenades which resplenish over time

i had that idea before but was thinking it would be hard to realize and deleted it from the version 2.0

-should be unable to pick up/use MGL/MAR/40mm

because the random item drop i do not want him to use this items, i mean you already have 4 dmg and 3 support nades so let the stuff on the ground for the team